
But why did I keep playing Portal? I think a major part of it is because I’d heard so much about the game and from friends who’d found it relatively easy and fun. Don’t get me wrong, I do think it’s a pretty clever game – I liked how it took a novel approach to the first person genre and the dark sense of humour that came with it. So maybe these things helped me to come back but I really think the main reason I persisted is that I wanted to be able to talk to people about the game without feeling like a failure for not having completed it. Tell you what though, when I finally got to the end, it felt pretty damn good. In that embarrassing punch the air with your fist and shout “Yes!!!” sort of way…
It’s been ages since my last entry because I’ve been pretty busy with my master’s dissertation (which isn’t quite finished yet). In my thesis, I’ve been using Gordon Calleja’s Digital Game Experience Model to talk about instances of play and learning, and I can’t help consider my whole experience with Portal in relation to it. The framework describes involvement along six different frames (affective, narrative, spatial, tactical, performative and shared) that the player engages in on both short and long term levels. Basically, during certain instances of game-play, I was having a lot of trouble actualising my strategies (tactical) which seriously reduced my sense of agency within the performative frame and subsequently decreased my affective involvement (in terms of enjoyment). When this happened I would give up but in the longer term I was motivated to come back by my desire to prove my competence to other players (shared) and, to a lesser extent, to get to the end of the game story (narrative). By looking at walkthroughs I was also engaging in the tactical and shared frames outside of the moment of game-play since I was checking my strategies and using an online resource created by the game playing community – as opposed to cheating ;)
Now these frames can be experienced at the same time, and to a greater or lesser extent at different points within the same game but when they have been internalised to the point where the player no longer has to pay conscious attention to them, it can result in an experience Calleja calls “incorporation”. This is defined as: “the subjective experience of inhabiting a virtual environment facilitated by the potential to act meaningfully within it while being present to others” (p. 219; Calleja, 2007). And that is what I experienced during the final level. After my initial rushed attempts, I was finally familiar enough with the spatial (the setting), tactical (I knew what I had to do) and performative (I could actually carry out what I wanted to do) frames while I was getting the affective (in terms of graphics and sound), narrative (in terms of the story progressing) and shared (in terms of GLaDOS’ reactions) feedback I needed to experience that deep sense of involvement that seems unique to video games. As Calleja rightfully points out, this is more than just feeling like physically “immersed” within the environment, it is also about feeling like your actions have meaningful consequences within an environment that responds to you. It’s a pretty powerful feeling, and that’s my excuse for punching the air and shouting “yes!!!” when it all worked out in the end.

